general cleanup; remove those mutexes and debug output as they didn't get us anywhere

This commit is contained in:
DarthArgus
2016-12-29 08:47:16 +00:00
parent dd9d5ae6bd
commit 9e8beefada
3 changed files with 35 additions and 68 deletions
@@ -303,8 +303,6 @@ void Persister::startSave(void)
m_newObjectCount=0;
pad.lock();
// delete any characters for this save cycle
if (m_charactersToDeleteNextSaveCycle && m_charactersToDeleteThisSaveCycle)
{
@@ -375,8 +373,6 @@ void Persister::startSave(void)
if (ConfigServerDatabase::getReportSaveTimes())
m_saveStartTime = Clock::timeMs();
pad.unlock();
}
// ----------------------------------------------------------------------
@@ -515,12 +511,9 @@ void Persister::newObject(uint32 serverId, const NetworkId &objectId, int templa
{
UNREF(serverId);
pad.lock();
if (m_objectSnapshotMap.find(objectId)!=m_objectSnapshotMap.end())
{
DEBUG_WARNING(true,("Database received multiple new object messages for object %s",objectId.getValueString().c_str()));
pad.unlock();
return;
}
@@ -575,8 +568,6 @@ void Persister::newObject(uint32 serverId, const NetworkId &objectId, int templa
NOT_NULL(snap);
snap->newObject(objectId, templateId, typeId);
m_objectSnapshotMap[objectId]=snap;
pad.unlock();
}
// ----------------------------------------------------------------------
@@ -589,9 +580,6 @@ void Persister::newObject(uint32 serverId, const NetworkId &objectId, int templa
void Persister::endBaselines(const NetworkId &objectId, uint32 serverId)
{
pad.lock();
//TODO: This is a hack until we remove frame boundaries and have "end frame" messages from the game server. Apparently the game
// server can split baselines across frame boundaries, so we can't assume we have all the data for a character when we hit a
// frame bounday.
@@ -601,8 +589,6 @@ void Persister::endBaselines(const NetworkId &objectId, uint32 serverId)
m_pendingCharacters.erase(chardata);
m_newCharacterLock.erase(serverId);
}
pad.unlock();
}
// ----------------------------------------------------------------------
@@ -613,65 +599,57 @@ void Persister::endBaselines(const NetworkId &objectId, uint32 serverId)
void Persister::saveCompleted(Snapshot *completedSnapshot)
{
pad.lock();
auto i=std::remove(m_savingSnapshots.begin(),m_savingSnapshots.end(),completedSnapshot);
if (i!=m_savingSnapshots.end())
{
m_savingSnapshots.erase(i, m_savingSnapshots.end());
if (completedSnapshot != nullptr) {
delete completedSnapshot;
completedSnapshot = nullptr;
bool found = false;
for (auto i = m_savingSnapshots.begin(); i != m_savingSnapshots.end();) {
if (*i == completedSnapshot) {
i = m_savingSnapshots.erase(i);
found = true;
} else {
++i;
}
}
if (m_savingSnapshots.empty() && ConfigServerDatabase::getReportSaveTimes())
{
if (m_savingSnapshots.empty())
{
if (found && ConfigServerDatabase::getReportSaveTimes()) {
int saveTime = Clock::timeMs() - m_saveStartTime;
++m_saveCount;
m_totalSaveTime += saveTime;
if (saveTime > m_maxSaveTime)
m_maxSaveTime = saveTime;
DEBUG_REPORT_LOG(true,("Save completed in %i. (Average %i, max %i)\n", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
LOG("SaveTimes",("Save completed in %i. (Average %i, max %i)", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
m_lastSaveTime = saveTime;
DEBUG_REPORT_LOG(true,("Save completed in %i. (Average %i, max %i)\n", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
LOG("SaveTimes",("Save completed in %i. (Average %i, max %i)", saveTime, m_totalSaveTime/m_saveCount, m_maxSaveTime));
m_lastSaveTime = saveTime;
}
if (m_savingSnapshots.empty())
{
// message Central Server that the current save cycle is complete
GenericValueTypeMessage<int> const saveCompleteMessage("DatabaseSaveComplete", ++m_saveCounter);
DatabaseProcess::getInstance().sendToCentralServer(saveCompleteMessage, true);
LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
}
LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
{
// set the last save completion time (for the monitoring program)
time_t theTime = time(0);
m_lastSaveCompletionTime = ctime(&theTime);
}
// TODO: so do we send this for the other snapshot type or not? hrmph
// message Central Server that the current save cycle is complete
GenericValueTypeMessage<int> const saveCompleteMessage("DatabaseSaveComplete", ++m_saveCounter);
DatabaseProcess::getInstance().sendToCentralServer(saveCompleteMessage, true);
LOG("Database",("Sending DatabaseSaveComplete network message to Central."));
}
else
{
auto j=std::remove(m_savingCharacterSnapshots.begin(),m_savingCharacterSnapshots.end(),completedSnapshot);
DEBUG_FATAL(i==m_savingCharacterSnapshots.end(),("Programmer bug: SaveCompleted() called with a snapshot that wasn't in m_savingSnapshots or m_savingCharacterSnapshots."));
if (j != m_savingCharacterSnapshots.end()) {
m_savingCharacterSnapshots.erase(j, m_savingCharacterSnapshots.end());
if (!found) {
for (auto i = m_savingCharacterSnapshots.begin(); i != m_savingCharacterSnapshots.end();) {
if (*i == completedSnapshot) {
i = m_savingCharacterSnapshots.erase(i);
found = true;
} else {
++i;
}
}
if (completedSnapshot != nullptr) {
delete completedSnapshot;
completedSnapshot = nullptr;
}
DEBUG_REPORT_LOG(ConfigServerDatabase::getReportSaveTimes(),("New character save completed\n"));
}
pad.unlock();
if (found && completedSnapshot != nullptr) {
delete completedSnapshot;
completedSnapshot = nullptr;
}
}
@@ -16,8 +16,6 @@
#include <vector>
#include <set> //TODO: remove when we clean up newCharacterLock hack
#include <mutex>
#include "Unicode.h"
#include "serverNetworkMessages/MessageToPayload.h"
#include "sharedDatabaseInterface/DbModeQuery.h"
@@ -99,8 +97,6 @@ class Persister : public MessageDispatch::Receiver
DB::TaskQueue *m_newCharacterTaskQueue;
private:
std::mutex pad;
struct PendingCharacter
{
uint32 stationId;
@@ -4768,15 +4768,10 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
// ----------------------------------------------------------------------
// Set up the PlayerObject
WARNING(true, ("Setting up the PlayerObject for %s", vrn.getName().c_str()));
ServerObject *playerServerObject = ServerWorld::createNewObject(ConfigServerGame::getPlayerObjectTemplate(), *newCharacterObject, false);
PlayerObject *play = dynamic_cast<PlayerObject*>(playerServerObject);
if (play)
{
WARNING(true, ("Player object is good..."));
play->setStationId(createMessage->getStationId());
play->setBornDate();
play->setSkillTemplate(createMessage->getSkillTemplate(), true);
@@ -4811,8 +4806,6 @@ void GameServer::handleCharacterCreateNameVerification(const VerifyNameResponse
WARNING_STRICT_FATAL(true,("Unable to create PlayerObject for new character %s.\n",newCharacterObject->getNetworkId().getValueString().c_str()));
}
WARNING(true, ("Setting scene and sending to DB for persist."));
newCharacterObject->setSceneIdOnThisAndContents(createMessage->getPlanetName());
// ----------------------------------------------------------------------